Mycopunk Heavy Weapons: The A16 Beam Ripper and Its Nodes

Mycopunk's heavy slot holds one weapon, the A16 Beam Ripper. Full 1.0 stat block, falloff numbers, heavy upgrade pool and unlock level.

Last Updated: 2026-10-25

Mycopunk Heavy Weapons: Full Heavy Slot Roster

The heavy slot in Mycopunk holds one weapon: the A16 Beam Ripper, a heavy railgun that charges a single piercing shot. That is not a placeholder — the 1.0 build ships exactly one heavy weapon, and the heavy upgrade pool opens at player level 5 whether or not you own it.

Quick answer

Mycopunk's heavy slot holds one weapon, the A16 Beam Ripper. Full 1.0 stat block, falloff numbers, heavy upgrade pool and unlock level.

Charged railgun shot in Mycopunk
Charged railgun shot in Mycopunk

What counts as a heavy weapon?

Heavy is a separate gear slot with its own upgrade pool and its own stat block. It does not share nodes with primaries, it does not use the primary weapon level track, and the 5×5 hex grid it uses is capped the same way: the grid grows with your player level, not with the weapon.

The practical difference is ammo economy. A heavy weapon fires rarely and hits for a four-digit number, so missing costs you a fifth of your reserve instead of a fraction of a magazine.

The A16 Beam Ripper

Field Value
Type Heavy railgun
Slot Heavy
Damage per shot 840
Element Shock (10 per hit)
Charge behaviour Single charged piercing shot
Magazine 1
Reserve 5
Fire rate 30 RPM
Reload 2 s
Falloff 500–800 m
Max damage range 1000 m
Max falloff multiplier 0.5

The full stat block from the game files:

Stat Value
Damage 840
Element Shock
Element Amount 10
Fire Rate (RPM) 30
Fire Interval (s) 2
Magazine Size 1
Ammo Capacity 5
Reload Duration (s) 2
Bullet Speed 100
Charge Time (s) 0.9
Falloff Start (m) 500
Falloff End (m) 800
Max Damage Range (m) 1000
Max Falloff Damage Multiplier 0.5
Spread (Horizontal) 0.01
Spread (Vertical) 0.01
Recoil X 3 – 5
Recoil Y 35 – 35

The falloff numbers are the interesting part. Damage starts dropping at 500 m and bottoms out at 800 m at half damage, which means the Beam Ripper keeps most of its punch across an entire mission map. It also means there is no reason to close distance with it; the weapon rewards a clean line of sight and nothing else.

Heavy weapon upgrades

Heavy nodes are a distinct pool, unlocked by the level 5 milestone that also opens weapon focusing. They roll from the same rarity tiers as primary nodes — Standard through Contraband — and can be rotated once you hit the rotation milestones at levels 3, 8, 16 and 30.

Because the heavy pool is small compared to a primary, a heavy build fills its grid faster, and the leftover space is usually what pushes players back to primaries for the odd-numbered cells.

How to unlock the A16 Beam Ripper

The Beam Ripper is available from the start of a save, alongside the Cycler and the Jackrabbit. There is no mission gate and no resource cost: if you can equip a heavy weapon, you already have the only one in the game.

Upgrade node list

Node Rarity Effect
Arise Rare
Battery Extension Standard
Energy Inversion Epic
Inertial Overload Rare
Inverted Spear of Hell Exotic
Quick Charge Standard
Running Hot Rare
Safety Override Epic
Straggler's Revenge Exotic
Third Law Epic

The remaining nodes follow the same structure: a rarity tag and a single line of effect. None of them change the charge mechanic itself, which is why the gun feels identical from your first mission to your thirtieth.

FAQ

Is there more than one heavy weapon in Mycopunk?

No. As of 1.0 and patch 2.0.3 the heavy slot contains a single weapon, the A16 Beam Ripper. Community trackers sometimes list a second heavy weapon from datamined stubs; nothing in the 1.0 build equips it.

Does the heavy slot replace the primary?

No, they are separate slots with separate ammo pools. You carry a primary, a heavy, throwables and a utility, and the heavy is the one with a five-shot reserve.

When do heavy upgrades unlock?

At player level 5, together with weapon focusing. Before that the heavy slot works but its grid stays empty apart from starter nodes.

For the rest of the reference set, the enemy database lists every body and breakable part, and the resources guide explains where each map material drops.

Sources

Threat, mission, element and resource values were read from the Mycopunk 1.0 build and cross-checked against the official patch notes and the Steam store page. Where a rule is only described in player-written notes, the Steam guide index is the second source.

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